Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338811 is a reply to message #317593] Thu, 08 January 2015 04:42 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
https://www.dropbox.com/s/klarlbiqk0oacff/lightweigh%20tac%2 0light.png?dl=0

AFS V4.50 + recommended setup, Cambria Mine. Looks like one of the items has a typo!

Modifying the Difficulty settings to set up an additional difficulty (Zerg Rush, essentially INSANE difficulty settings but with -50 base/aim accuracy) causes an .lua error when attempting to use index 5 or whatever, my workaround is just editing INSANE diff. to get the zerg rush i want


Bug: Unable to GET ITEM from Cambria NE (F9) when at Cambria mine (H8).
Bug: Unable to select F8 from GET ITEM menu when at Cambria mine (H8).

Figured it out, the items musta been in a location where they couldn't be accessed. Fixed.

[Updated on: Thu, 08 January 2015 05:14]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338828 is a reply to message #338811] Thu, 08 January 2015 21:12 Go to previous messageGo to next message
Flugente

 
Messages:3173
Registered:April 2009
Location: Germany
Adding another difficulty level (5 etc.) in DifficultySettings.xml is fundamentally broken. First of, you have to adjust the lua scripts, which the person who committed this (and also does these scripts) didn't bother. After that, your game will run, but will be broken. In a lot of locations (that have no corresponding xml entry), the game still assumes that there are 4 difficulty levels. For unexpected other levels, it uses default values. Sometimes it uses novice settings... sometimes insane settings. Sometimes it's random. Without reading the code, you have no way of knowing. Which leads the entire premise of this feature ad absurdum.

Yes, me or any other code could fix this, but I see no reason to fix the crap others do. I am okay with features having errors, everybody does those. I am okay with others asking for help if they found an error, or caused one. But committing an untested, non-optional, non-working feature without any friggin' documentation or even notification is... not good.

Rants over, move along, nothing to see here speechless Simply altering an existing difficulty level like you did is the only way, good man.

[Updated on: Thu, 08 January 2015 21:17]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338915 is a reply to message #338828] Sun, 11 January 2015 16:43 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
M16AMachinegun wrote on Wed, 07 January 2015 20:42
https://www.dropbox.com/s/klarlbiqk0oacff/lightweigh%20tac%2 0light.png?dl=0

AFS V4.50 + recommended setup, Cambria Mine. Looks like one of the items has a typo!


Fixed in working files for next version.

I'm going to have to survey the text loss to the FAQ's later, probably start a new combined Bug list with this as the first entry for 2015.


Flugente wrote on Thu, 08 January 2015 13:12
Adding another difficulty level (5 etc.) in DifficultySettings.xml is fundamentally broken. First of, you have to adjust the lua scripts, which the person who committed this (and also does these scripts) didn't bother. After that, your game will run, but will be broken. In a lot of locations (that have no corresponding xml entry), the game still assumes that there are 4 difficulty levels. For unexpected other levels, it uses default values. Sometimes it uses novice settings... sometimes insane settings. Sometimes it's random. Without reading the code, you have no way of knowing. Which leads the entire premise of this feature ad absurdum.

Yes, me or any other code could fix this, but I see no reason to fix the crap others do. I am okay with features having errors, everybody does those. I am okay with others asking for help if they found an error, or caused one. But committing an untested, non-optional, non-working feature without any friggin' documentation or even notification is... not good.

Rants over, move along, nothing to see here speechless Simply altering an existing difficulty level like you did is the only way, good man.


Thank you Flugente, I was wondering where this 5th difficulty came from.


I'm going to be a bit lazy and talk about plans for all three mods in this post:

NCTH Rework - I noticed during v4.50 testing that the NCTH balance is off. Not sure if it is a combination of my early iron sight efforts (item data only) and more recent work (.exe) but the iron sights now seem to have better CTH than the 1.5x scopes.

BR Names for LBE - minor thing, but I didn't have time to change all the LBE to a common naming convention like the leggings

Before any of this however, I will sort out the FAQ's for the three mods.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338921 is a reply to message #338915] Sun, 11 January 2015 18:11 Go to previous messageGo to next message
silversurfer

 
Messages:2223
Registered:May 2009
Wil473 wrote on Sun, 11 January 2015 15:43

NCTH Rework - I noticed during v4.50 testing that the NCTH balance is off. Not sure if it is a combination of my early iron sight efforts (item data only) and more recent work (.exe) but the iron sights now seem to have better CTH than the 1.5x scopes.

This may be related to the new IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT option in CTHConstants.ini. I wrote about it here: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=197 14&goto=335672&#msg_335672.
Also check IRON_SIGHTS_MAX_APERTURE_MODIFIER which defines how powerful the new curve for iron sights is.
A bad shooter can have much better CTH with iron sights than with scopes (because of scope effectiveness). This is intended. You can simply disable this functionality if you don't like it or modify the values.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338944 is a reply to message #338921] Mon, 12 January 2015 07:16 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Is there a reason why the AK-12 LW has only 6 vertical recoil (the norm for 6.8SPC is 8-10 vertical) while other AK-12 variants such as 7.62x39 have recoil similar to other weapons?

I also noticed that the AK-12 LW has a auto fire rate of 4 shots per 5 AP vs other AKs having 3.

>@ wil473: NCTH Rework

Oh? What are your thoughts? What do you see wrong with the system we're using now? I'm curious to how you're planning on working with the balance. What were you intending from the start for gun balance? How has your recent testing related to that? What are your proposed fixes?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339108 is a reply to message #338944] Fri, 23 January 2015 22:41 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
M16AMachinegun wrote on Sun, 11 January 2015 23:16
Is there a reason why the AK-12 LW has only 6 vertical recoil (the norm for 6.8SPC is 8-10 vertical) while other AK-12 variants such as 7.62x39 have recoil similar to other weapons?

I also noticed that the AK-12 LW has a auto fire rate of 4 shots per 5 AP vs other AKs having 3.

If anything the AK-12 LW should be close to the 5.45x39mm in recoil, perhaps with a +1 bump in each dimension as I want to keep the family reasonably proportioned (without having to do any complicated math). With that in mind, yes the autofire rate should be 3.

M16AMachinegun wrote on Sun, 11 January 2015 23:16
>@ wil473: NCTH Rework

Oh? What are your thoughts? What do you see wrong with the system we're using now? I'm curious to how you're planning on working with the balance. What were you intending from the start for gun balance? How has your recent testing related to that? What are your proposed fixes?

Finally got a start on this, and thing don't seem too bad. I put together a test scenario with a baseline IMP (80 for Marksmanship, Strength, Dexterity, Agility, and even Wisdom, no traits or background), and two targets at short and medium ranges. For the "short range" target iron sights had an advantage in Max CTH, number of AP to reach Max CTH, and size of the min(un-aimed) CTH). For the "medium range" target, Max CTH was better with the 1.5x scope but the min CTH was worse. Now these results are more or less what I'm wanting though perhaps I'd like the scopes to have a more pronounced benefit to justify their cost in-game. I'm guessing that in my 4.50 release testing I may have simply been too close. As a methodology I took screenshots of each scenario (same savegame, just made sure the test IMP had copies of the same gun) and compared diameter of the CTH rings measured in pixels - benefit I guess of having a fixed POV in-game.

I may experiment with lessening some of the "nerfs" on the 1.5x scope that account for blocking the on-weapon "iron sights." Actually, with the new "iron sight" system, are these "nerfs" even warranted, ie. are they overly penalizing the player?

Testing is somewhat painful as I am conducting it on my Windows 8 tablet/laptop. New high-end system is busy with other things right now.

[Updated on: Fri, 23 January 2015 22:42]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339182 is a reply to message #339108] Fri, 30 January 2015 20:10 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
AFS v4.50 with recommended SCI

Enemy weaponry seems hardcoded

I changed all the enemy weaponry to remove .22lr weapons and include 5.56 and 9x39 weapons very early on, and so far (omerta W, Drassen Mine), enemies have old .22lr weapons
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339185 is a reply to message #339182] Fri, 30 January 2015 22:44 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
M16AMachinegun wrote on Fri, 30 January 2015 12:10
AFS v4.50 with recommended SCI

Enemy weaponry seems hardcoded

I changed all the enemy weaponry to remove .22lr weapons and include 5.56 and 9x39 weapons very early on, and so far (omerta W, Drassen Mine), enemies have old .22lr weapons


Did you copy the edited XML's to the appropriate "sub" Data folder in the "Data-AFS\Vendor" folder and overwrite the in-use XML's per the VFS order?

EDIT: Alternatively you can delete the XML's from the Vendor folder, this way whatever VFS you use it will always be the edited XML's in Data-AFS that are used. Just leave the folders intact or the VFS will error out.

[Updated on: Fri, 30 January 2015 22:49]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339188 is a reply to message #339185] Sat, 31 January 2015 06:53 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
I did not know i had to do more work than just editing the files via XML editor [namely replacing/removing Vendor data]. Thank you for indirectly instructing me, wil!

Edit 1, unrelated question: Do i have to do anything to alter merchants' inventories, like Tony, to mimic enemy drops, or is it always based on 'coolness'?

[Updated on: Sat, 31 January 2015 15:38]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339234 is a reply to message #339188] Tue, 03 February 2015 22:43 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
I think i'm going to use the SIG MPX to test how using transformation kits to change between multiple calibers and sizes (including the SD variant) works.

Concept: Use two small kits to change calibers, between: 9x19mm, .357SIG, .40S&W; and between sizes: MPX, MPX-K, and MPX-SD
SIG MPX currently has a size kit to change between sizes: MPX, MPX-K, and MPX-SD

Purpose: Test two dimensions of transformations to see how well the JA2 handles it
Why: Primarily because I don't like having different guns for different calibers; I like having one gun for different purposes

Notes: I think i'll also have a 10mm variant in there; so far theres only one 10mm SMG from what I remember.



I think while i'm at it i'm going to do a SIG P320 and test how having a pistol that can take different caliber ammunition will work

Edit: Well i guess the MPX already has two dimensions, caliber conversions and stock extending/folding. I'll be doing 3 dimensions cheeky


Edit 2: SIG MPX-SD has a spelling error: "The .357 SIG round may be comporable with the"

Also, the SIG MPX (>) has "Attachment System: NAS Only" while the rest of the variants are "Any". Figure i ought to point that out.

Edit 3: If i want a caliber change to cost no AP, but then have reattaching the caliber kit to the weapon cost a bunch (150 AP for example), what do i need to do/what do i need to set to 150 AP?

Reason why i ask is because I'm testing out modding with seven different pistol calibers (9x19, .40, .45, 10mm, .357sig, 5.7, 4.6) for shiggles and modding practice, and i want the actual conversion process to take no AP to do, but then handling the caliber kit (i.e. taking it off/reattaching it to the gun) to cost a bunch.

My thought process is this: 7 calibers, right? So they'd cycle through each other, like A>B>C>D>E>F>G>A...

So if I wanna go from D to G, I'd just have to take the caliber kit off (costing AP), apply the caliber kit a few times, and then reattach it to the gun. Or not, idk.


Edit 4: Why I announced publicly a private mod i'm doing for myself, I'll never know. Struck through.

[Updated on: Wed, 04 February 2015 08:14]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339264 is a reply to message #339234] Wed, 04 February 2015 20:51 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
https://www.full30.com/video/6618755f336970e55e6c50c1fe894ff8

Felt like sharing this video with you guys.

>Summary of vid
AR-15 vs M1A vs MAS 49/56 in a sand test

AR-15 shot 15-ish rounds without incident
M1A couldn't get through two rounds
MAS 49/56 got through maybe 6-8 before failing

Makes me wonder if we have the ar15/M16's reliability down wrong!
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339280 is a reply to message #339264] Thu, 05 February 2015 20:57 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Attempted to mod enemy weapon and LBE drops, apparently now they're not dropping LBE gear or armor as of Drassen Counter Attack. I do something wrong?

https://www.dropbox.com/s/5do8si64522vwfh/GunChoices_Enemy_Admin.xml?dl=0
https://www.dropbox.com/s/0jmf57vxgfg90p1/GunChoices_Enemy_Elite.xml?dl=0
https://www.dropbox.com/s/jatwhe09lrfaerf/GunChoices_Enemy_Regular.xml?dl=0
https://www.dropbox.com/s/k4pt71fb7dwgdaq/ItemChoices_Enemy_Admin.xml?dl=0
https://www.dropbox.com/s/0p2z0k51g4jhj1i/ItemChoices_Enemy_Elite.xml?dl=0
https://www.dropbox.com/s/f6yjgqr264anqux/ItemChoices_Enemy_Regular.xml?dl=0
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339336 is a reply to message #339280] Mon, 09 February 2015 01:53 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
Got latest stable release with AFS 4.50 and wildfire maps 6.07 but the trees are replaced by some weird white umbrellas. Someone know what causes this?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339371 is a reply to message #339336] Tue, 10 February 2015 09:03 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
M16AMachinegun wrote on Mon, 09 February 2015 16:23
Carbines/SMGs are obselete when you have Pistols 2x

Once you use a Walter PPS to one-shot enemies at 20 squares, you can't go back to using automatics, especially how SLOW they are.

I mean seriously, it's like you can get 15 or so shots off with a pistol, and meanwhile you can't even get two aimed 3-rnd bursts with an MP5SD6

...Granted, the MP5SD is naked and the pistol has a red dot sight...

But no, My personal-insert merc's loadout is usually

KAC SR-25 or DT SRS
Some AR/Carbine
Some Grenade Launcher, sometimes attached to the AR/Carbine (I'm prolly gonna pick up and keep an F2000 WS)
Grenades out the wazoo, i generally use em a lot too
Scoped Desert Eagle or suppressed SOCOM
and more recently a Walther PPS (fits in a Small pocket!)

Moving this over here so we don't clutter up the other thread.

The way this yummy set of guns is set up does in general feel a bit "slow". High AP costs to ready long rifles and such. Same with SMGs to some degree. Machine pistols on the other hand, now that's a tasty experience.
I like toting around 9x18 lead spitters because they're generally easy to control in full auto and they do do the trick. Might not always score a kill in one round but you tear up opponents quick enough to disable them.

AR carbines are damn fun too. Bit slow but they're great with the right support. (Grenades!)

Oh yeah, and pocket pistols are a must. Fantastic for those OH SHIT moments where every little action point counts.

[Updated on: Tue, 10 February 2015 09:07]




1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339373 is a reply to message #339371] Tue, 10 February 2015 11:38 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

for strong merc:akm[foldinng stock variant],fn p90 secondary, .357 sig sidearm & scorpio mp backup weapon,of course i have last stand .22 or .32 caliber pistol



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339952 is a reply to message #339373] Sun, 08 March 2015 21:31 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

arulco folding stock bug report:dezert eagle carbine conv. kits are buged,i have ordered barrel kits for my .357 .44mag & .50ae dezert eagle pistol[i have order around 10 pieces to my hands] but when shipment arives there are only one carbine conv. kit for each type. af 4.50 on 2188 build 7679 exe



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340179 is a reply to message #339952] Sun, 22 March 2015 21:53 Go to previous messageGo to next message
Elvis_A

 
Messages:257
Registered:December 2012
Location: exUSSR
Hello there,

can anyone show the link for the latest version? I cannot access old forum/

thanks

never mind.
found it at kermi pp

[Updated on: Mon, 23 March 2015 16:57]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340377 is a reply to message #340179] Fri, 03 April 2015 06:31 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Any updates for the new year?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340427 is a reply to message #340377] Sun, 05 April 2015 03:54 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
At the very least I'm going to have to produce a patch to account for this Absurdly small code change. On the plus side, it will give me a few new ammo modifiers. Again I'm putting off the sandbag feature integration with UC-1.13 in favour of lower fruit - hope to have a picture up sooner or later.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340428 is a reply to message #340427] Sun, 05 April 2015 05:48 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Whooo, using and abusing rubber bullets to incapacitate and capture enemies! Sounds like fun!
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340519 is a reply to message #340428] Sat, 11 April 2015 14:16 Go to previous messageGo to next message
Chaos

 
Messages:19
Registered:March 2013
Location: Czech Republic
Hi!

Found a couple of bugs.

  • A very minor mistake, but being from Czech Republic, it kinda annoys me. In the description of BREN Mk. 4: "Ceskoslovenska Zbrojevka Brno" should be "Zbrojovka" (Also, "Ceskoslovenska" should be "Československá", but I presume that the game can't handle czech diacritic), and "BREN (BRen ENfield)" should be "BREN (BRno ENfield)"
  • There is a small oversight with 9x18 mag 30, tracer. <ubAmmoType> in Magazines.xml is set to 16 (tracer, FMJ), but it should be 15 (tracer, ball)
  • RPG-2 and M1 Bazooka have no attachment slot for rockets. This is happening because their entries in Items.xml are missing nasLayoutClass definition (IMO should be like this: <nasLayoutClass>2</nasLayoutClass>)
  • I got few strange item drops from wiped-out enemy squads. On one occasion I got three mini-sights, and on another one I got two Integral Battle Scope/Sight Combos(??). I did however notice that both times a multiple-shot rocket launcher (SMAW and RPO-M) was among the dropped items, but no rockets came with it, so I assume that I got those sights instead of the rockets. This may have something to do with the fact that both launchers have an attachment slot for optic sights, you can even select optics instead of rockets as ammunition in the new IMP gear selection interface.
    Anyway, I always try to confirm bugs on a clean install before reporting them, especially because I usually make quite a few changes to the XMLs. But for this particular issue I didn't do that, because I couldn't figure out how to force enemies to always (or at least most of the time) drop one of the mentioned launchers. Maybe someone could help me with that?

[Updated on: Sat, 11 April 2015 14:30]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340524 is a reply to message #340519] Sat, 11 April 2015 19:49 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

8/12/20/30 magzine sizes for weapons in 9x18 makarov[no one have 16 or 15 rounds capacity]



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340525 is a reply to message #340524] Sat, 11 April 2015 21:29 Go to previous messageGo to next message
Chaos

 
Messages:19
Registered:March 2013
Location: Czech Republic
wolf00 wrote on Sat, 11 April 2015 18:49
8/12/20/30 magzine sizes for weapons in 9x18 makarov[no one have 16 or 15 rounds capacity]


<ubAmmoType> tag doesn't specify magazine capacity, but the type of round that is going to be fired from a weapon. There are at least two internal types of tracer rounds in AFS, and the magazine in question (9x18 30 round magazine, Tracer) has this tag set to the wrong type.

[Updated on: Sat, 11 April 2015 21:30]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340526 is a reply to message #340525] Sat, 11 April 2015 21:42 Go to previous messageGo to next message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

this ammo have only dead emenies...



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340529 is a reply to message #340526] Sun, 12 April 2015 00:11 Go to previous messageGo to next message
Chaos

 
Messages:19
Registered:March 2013
Location: Czech Republic
wolf00 wrote on Sat, 11 April 2015 20:42
this ammo have only dead emenies...


I know that. But I don't see why is that relevant. The result is still the same - You have bunch of magazines in your inventory, that cannot be sorted into boxes and crates because of this, and there may be other consequences I don't know about...
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340532 is a reply to message #340529] Sun, 12 April 2015 11:29 Go to previous messageGo to next message
Mana85
Messages:7
Registered:October 2011
Any news when the new AFS version or RC will be out? I dont need an exact date just some Wil473 plan, like: in next few days, weeks, months. Just asking because of the new disease chances changed in gamedir r2219.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340535 is a reply to message #340532] Sun, 12 April 2015 13:46 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Bugfix / compatibility patch (no new stuff) being worked on for release next weekend - will try to fit in testing/updates for any developments in the mid-month SCI.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340537 is a reply to message #340535] Sun, 12 April 2015 17:23 Go to previous messageGo to next message
omegakill

 
Messages:14
Registered:April 2015
I am playing UC1.13 - UC version is 4.50 and 1.13 is the latest 7805, and since reloading from an old save (not 100% sure but i believe it was from august 2014) no attack I do does the correct damage, I've been through most of the game using throwing axes for stealth characters to one hit kill enemies until I whittle down the enemy numbers to more acceptable level however it seems that AET bullets only do 10 damage, the throwing axe is doing no more than 14 damage and grenades are doing a max of 20 damage, what has changed so much in the xml to cause this or is this a known bug? I updated as I noticed there were handcuffs and sandbags in the new code but they don't seem to work and now my damage isn't even right.

Do I need to start a new game?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340543 is a reply to message #340537] Mon, 13 April 2015 02:12 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
omegakill wrote on Sun, 12 April 2015 09:23
I am playing UC1.13 - UC version is 4.50 and 1.13 is the latest 7805, and since reloading from an old save (not 100% sure but i believe it was from august 2014) no attack I do does the correct damage, I've been through most of the game using throwing axes for stealth characters to one hit kill enemies until I whittle down the enemy numbers to more acceptable level however it seems that AET bullets only do 10 damage, the throwing axe is doing no more than 14 damage and grenades are doing a max of 20 damage, what has changed so much in the xml to cause this or is this a known bug? I updated as I noticed there were handcuffs and sandbags in the new code but they don't seem to work and now my damage isn't even right.

Do I need to start a new game?


Yes, the release post advises "Not tested for save games compatible with prior revisions"

Also, the UC-1.13 thread is Here. I'll leave your post and the reply in the AFS thread so it doesn't go missing.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340559 is a reply to message #340519] Wed, 15 April 2015 16:41 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Chaos wrote on Sat, 11 April 2015 06:16
Hi!

Found a couple of bugs.



  • A very minor mistake, but being from Czech Republic, it kinda annoys me. In the description of BREN Mk. 4: "Ceskoslovenska Zbrojevka Brno" should be "Zbrojovka" (Also, "Ceskoslovenska" should be "Československá", but I presume that the game can't handle czech diacritic), and "BREN (BRen ENfield)" should be "BREN (BRno ENfield)"
  • There is a small oversight with 9x18 mag 30, tracer. <ubAmmoType> in Magazines.xml is set to 16 (tracer, FMJ), but it should be 15 (tracer, ball)
  • RPG-2 and M1 Bazooka have no attachment slot for rockets. This is happening because their entries in Items.xml are missing nasLayoutClass definition (IMO should be like this: <nasLayoutClass>2</nasLayoutClass>)
  • I got few strange item drops from wiped-out enemy squads. On one occasion I got three mini-sights, and on another one I got two Integral Battle Scope/Sight Combos(??). I did however notice that both times a multiple-shot rocket launcher (SMAW and RPO-M) was among the dropped items, but no rockets came with it, so I assume that I got those sights instead of the rockets. This may have something to do with the fact that both launchers have an attachment slot for optic sights, you can even select optics instead of rockets as ammunition in the new IMP gear selection interface.
    Anyway, I always try to confirm bugs on a clean install before reporting them, especially because I usually make quite a few changes to the XMLs. But for this particular issue I didn't do that, because I couldn't figure out how to force enemies to always (or at least most of the time) drop one of the mentioned launchers. Maybe someone could help me with that?





Thanks, thought I'd double-post to confirm that I've fixed these:
  • I've corrected the spelling to "Zbrojovka" and "BRno"
  • 9x18mm 30 round tracer magazine was set incorrectly, and this is a serious mistake on my end - this bug will crash the game under some circumstances
  • Yes both RPG-2 and M1 Bazooka should be set to nsLayoutClass = 2


I haven't been able to find time to try and replicate the odd item drops. I was about to suggest using the map editor, but that would actually guarantee a specific drop of rocket rounds (or lack of them).

[Updated on: Wed, 15 April 2015 16:42]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340560 is a reply to message #340559] Wed, 15 April 2015 17:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3788
Registered:July 2009
I've had a quick look at the code for handing out rockets and it appears that anything that attaches to a launcher via attachmentpoints is a valid launchable with no further checks to make certain it's actually an explosive.



Chat with us!
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340563 is a reply to message #340560] Thu, 16 April 2015 04:01 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
>launches a reflex sight cheeky
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340585 is a reply to message #340563] Sat, 18 April 2015 20:50 Go to previous messageGo to next message
Uriens

 
Messages:328
Registered:July 2006
M16AMachinegun wrote on Thu, 16 April 2015 01:01
>launches a reflex sight cheeky


Or a rubber chicken.
Imagine killing all of Deidranna's army just by using launchers that shoot rubber chickens. creepy

Maybe someone should make Monthy Python mod that gives player only rubber chicken's, exploding cows and holy hand grenades to defeat Deidranna. Also, you would get old grannies armed with purses as militia (could actually be improvement over default militia). creepy

[Updated on: Sat, 18 April 2015 20:53]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340588 is a reply to message #340585] Sun, 19 April 2015 01:48 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Quick Fix patches (no major changes except to how the baton rounds are handled) here: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=15922&goto=340586&#msg_340586

I'm a bit pressed for time today and have not had a chance to test with 2014 Stable - if someone doesn't mind, could I trouble someone to try the new patch on a clean install of this (and/or the other two mods) with the 2014 Stable as the base game instead of the SCI please.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340590 is a reply to message #340588] Sun, 19 April 2015 02:47 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Wil, do i install this much like i do for 4.50 or other significant releases, or do i install OVER a 4.50 installation?

You patch over a 4.50 install, oop

[Updated on: Sun, 19 April 2015 02:56]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340591 is a reply to message #340590] Sun, 19 April 2015 03:31 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
M16AMachinegun wrote on Sat, 18 April 2015 18:47
Wil, do i install this much like i do for 4.50 or other significant releases, or do i install OVER a 4.50 installation?

You patch over a 4.50 install, oop

Thanks. I've also updated the release post for the patches to be a little more clear.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340592 is a reply to message #340591] Sun, 19 April 2015 04:38 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Toggle Spoiler


I loaded up the XML editor to check to see if it supported this...seems like no. Do i have to hand-edit these attributes in, or is it not supported?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340593 is a reply to message #340592] Sun, 19 April 2015 05:16 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
I notice now that the LE901 AR variants all have automatic fire entries of 0 shots / 5 APs

Is this intentional, to go along with full-auto versions of the LE901 lower in a future release?

Edit 1: Sorry for double post

Toggle Spoiler

If I want to make militia training faster, do i INCREASE or DECREASE this number?

[Updated on: Sun, 19 April 2015 07:10]

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340599 is a reply to message #340592] Sun, 19 April 2015 12:20 Go to previous messageGo to next message
silversurfer

 
Messages:2223
Registered:May 2009
M16AMachinegun wrote on Sun, 19 April 2015 03:38
Toggle Spoiler


I loaded up the XML editor to check to see if it supported this...seems like no. Do i have to hand-edit these attributes in, or is it not supported?

The XML editor does support this. However, if it is set to use a working directory it will load the data from there and not from the real XML files. If you do manual editing of the game files you should set <Use_Working_Directory>True</Use_Working_Directory> in XMLEditorInit.xml to "False". Btw. the index is currently 53 because Flugente took 52 for "Survival" trait.

M16AMachinegun wrote on Sun, 19 April 2015 04:16

Toggle Spoiler

If I want to make militia training faster, do i INCREASE or DECREASE this number?

Increase the number. It is a multiplier for militia training points of the mercs.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340610 is a reply to message #340599] Mon, 20 April 2015 00:13 Go to previous messageGo to previous message
wolf00

 
Messages:1134
Registered:September 2006
Location: Czech Republic

wil473:ssg .410 in your mod have uniqe status ?[this not regulary aviable on br shop]. how add barrel exhcange kit for sawed of shotgun allow switch from .410--> 12g & 12g--->> .410 . bt[bc] class ammo are suported by curent engine ? .maybe add 12g hv slugs can be intesting option or low recoil slugs for auto shotgungs .. thanks for reply

[Updated on: Mon, 20 April 2015 00:14]




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
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